Phase 13: Rooms + Auto-roof + Beauty + Dirtiness + Cleaning

Three-agent fan-out — Opus pre-wrote Room class, World.rooms/room_at_tile/is_indoor,
4 EventBus signals before dispatch so the slices ran fully parallel.

DECISION: Big-room UX = bump auto-roof cap to 16, banner above. Cabin
(24 tiles) intentionally exceeds cap to exercise the warning path; a
5×5 test shed (9 interior tiles) was added to exercise the roof path.

Room detection (Agent A):
- scenes/world/room.gd — class_name Room, tiles/bounds/is_under_roof,
  contains_tile() bounds-then-list-checked, recompute_bounds()
- scenes/world/room_detector.gd — class_name RoomDetector, BFS 4-dir
  from floor/door tiles, walls/terrain as boundary, doors counted as
  room interior. Detects up to 4× cap; auto-roofs only ≤16.
- World.mark_wall_tile/mark_floor_tile/mark_door_tile hook BFS recompute
- Door._complete() now erases wall-layer stamp + registers door tile
- Designation.TOOL_NO_ROOF paint mode wired (UI button deferred Phase 17)
- EventBus.room_changed / room_too_large signals

Indoor/Shelter (Agent B):
- Pawn._is_sheltered() rerouted: World.is_indoor() first, floor-proxy fallback
- IndoorTintOverlay Node2D — _draw fills roofed-room tiles at α=0.10 warm
- Crop._on_sim_tick skips stage advance when World.is_indoor(tile)

Beauty + Dirtiness + Cleaning + Room thoughts (Agent C):
- BeautySystem sparse map, linear falloff radius=3, Quality multiplier
  (SHODDY 0.5 → LEGENDARY 2.5). Base: Bed +2, Workbench +1, Torch +3, Hearth +4
- DirtinessSystem 0-100, tier crossings (clean<25/dirty<60/filthy≥60)
  emit tile_dirtiness_changed. bump/bump_clean/bump_pawn_traffic API
- CleaningProvider priority=2, KIND_CLEAN toil, 2.5 dirt/tick for ~40 ticks
- Bed/Torch/Workbench _complete() now register with BeautySystem
- 7 room mood thoughts: clean_room (+2), dirty_room (-3), filthy_room (-6),
  beautiful_room (+4), ugly_room (-3), slept_in_room (+3 EVENT, wires Ph 17),
  ate_without_table (-3 EVENT, wires Ph 17)
- Pawn._sync_room_thoughts called from _process_thoughts after cold block,
  defensive against null rooms/systems

Integration recovery (Opus):
- Agent C's BeautySystem/DirtinessSystem/CleaningProvider/IndoorTintOverlay
  instantiation in world.gd never landed (only field declarations + entity
  hooks survived). Added preloads + runtime add_child + autoload bindings +
  CleaningProvider registration + furniture pre-seed in _ready
- Added _prestamp_test_shed_for_room_detector with _spawn_complete_wall/floor
  helpers so a 5×5 visible shed exercises the auto-roof path at boot

MCP runtime verified:
- Rooms: cabin Room#2 size=24 roofed=false (room_too_large fires),
  shed Room#3 size=9 roofed=true (auto-roof active)
- beauty_map size=50 around prebuilt furniture; bed at (47,24) beauty=4.0
- Bram teleported to (36, 25) in shed → indoor=true, sheltered=true,
  thoughts=[clean_room +2], mood=52.0
- Screenshot: shed walls + brown floor visible; cabin warmly torch-lit;
  Spring 1/12 indicator; Day 1 07:52

Delegation: 3× gdscript-refactor (Sonnet) agents in parallel;
integration recovery + MCP verify on Opus.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
megaproxy 2026-05-11 17:19:23 +01:00
parent 92f4e5c945
commit 9cf9b7dbfd
28 changed files with 1286 additions and 28 deletions

View file

@ -109,6 +109,8 @@ func tick() -> void:
_tick_rescue(t)
Toil.KIND_TREAT:
_tick_treat(t)
Toil.KIND_CLEAN:
_tick_clean(t)
if t.done:
job.advance()
@ -746,6 +748,58 @@ func _tick_treat(t) -> void:
t.done = true
## Execute one tick of a CLEAN toil.
##
## First tick (started=false):
## - Validate the dirtiness system is available. If not, skip immediately.
## - Validate the target tile still has dirt >= DIRTY_THRESHOLD. If not, skip.
## - Mark started=true and log the clean start.
##
## Every tick:
## - Reduce dirt at the tile by DIRT_REDUCTION_PER_TICK via DirtinessSystem.bump_clean().
## - Done when dirt <= 0.
##
## DIRTY_THRESHOLD and DIRT_REDUCTION_PER_TICK mirror CleaningProvider constants.
## 100.0 / 40 ticks = 2.5/tick ensures any tile (max 100 dirt) is clean in 40 ticks.
const _CLEAN_DIRTY_THRESHOLD: float = 25.0
const _DIRT_REDUCTION_PER_TICK: float = 2.5 # 100 / 40 ticks
func _tick_clean(t) -> void:
var tile := Vector2i(int(t.data.get("clean_x", 0)), int(t.data.get("clean_y", 0)))
# Safety — dirtiness system may not be wired yet during early boot.
var ds = World.get("dirtiness_system")
if ds == null:
t.done = true
return
if not t.data.get("started", false):
# ── first-tick: validate tile is still worth cleaning ─────────────────
var current_dirt: float = ds.dirt_at(tile)
if current_dirt < _CLEAN_DIRTY_THRESHOLD:
Audit.log(
"job_runner",
"%s clean: tile %s already clean (dirt=%.1f) — skipping" % [pawn.pawn_name, tile, current_dirt]
)
t.done = true
return
t.data["started"] = true
Audit.log(
"job_runner",
"%s clean start at %s (dirt=%.1f)" % [pawn.pawn_name, tile, current_dirt]
)
# ── per-tick cleaning ──────────────────────────────────────────────────────
ds.bump_clean(tile, _DIRT_REDUCTION_PER_TICK)
var remaining: float = ds.dirt_at(tile)
if remaining <= 0.0:
Audit.log(
"job_runner",
"%s clean done at %s" % [pawn.pawn_name, tile]
)
t.done = true
## Resolve the patient Pawn node from the NodePath stored in `t.data["patient"]`.
## Returns null and logs if the node is absent or no longer valid.
## Shared by _tick_rescue and _tick_treat.